Difference between revisions of "Odekkan Dynasty"
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==Technology== | ==Technology== | ||
Kurgeshan Technology is advanced, as they are rightfully a space faring species, however compared to most other species their tech may seem simplistic on the surface, especially in terms of weapon technology. In terms of Energy production, Nuclear Fusion and Fission have long been the norm, despite only having become space faring in the past 200 years, fossil fuels stopped being used long ago due to high amounts of rare and radioactive materials on the Kurgeshan homeworld and colonies. Kurgs have invested heavily in their fusion and fission tech, making it so commonplace and safe by their standards that civilian vehicles even rely on nuclear generators for power. Computing is where it would be expected to be of a space faring species, however it could be considered not as powerful as most but more than sufficient to accomplish what they need, in terms of communications, running calculations and simulations, targeting and ect. The Kurgs are expert armorers, having generations of experience in perfecting the use of armor in personnel, vehicles, and spacecraft. This was born out of necessity as Kurgesha have yet to discover any form of shielding technology and so to compensate their armoring techniques make use of advanced alloys and super dense and hard rare metals, like depleted uranium, coupled with ceramics and reactive armor. Kurg weapons can be considered their most ‘Crude’, as their are typically very robust and make use of very large shell sizes that no other race could hope to wield without powerful mechanical assistance or heavy genetic modification. Also due to abundant rare metal, nuclear payloads are common even at infantry level, and one of the most weapon techs is inventing smaller and more efficient nuclear payloads for use in any combat scenario. Larger weapons, specifically in spacecraft, rely on larger caliber munitions propelled with magnetics, the only weapons in the kurg arsenal to do so are the spacecraft cannons, and these typically contain nuclear payloads to assist with penetration and damage to enemy armor. Kurg Ships rely on advanced armoring as well as heavy firepower to make up for a lack of shielding or use of energy weapons, and many kurg ships are very effective brawlers and many have very potent ramming capabilities. Another thing to note is due to cultural focuses on honor, respect, and martial prowess , melee weapons are used in combat as well. Melee weapons used advanced metals and forging techniques to keep them viable on the battlefield, their only drawback is that they require close range and so they are only used under such circumstances. | Kurgeshan Technology is advanced, as they are rightfully a space faring species, however compared to most other species their tech may seem simplistic on the surface, especially in terms of weapon technology. In terms of Energy production, Nuclear Fusion and Fission have long been the norm, despite only having become space faring in the past 200 years, fossil fuels stopped being used long ago due to high amounts of rare and radioactive materials on the Kurgeshan homeworld and colonies. Kurgs have invested heavily in their fusion and fission tech, making it so commonplace and safe by their standards that civilian vehicles even rely on nuclear generators for power. Computing is where it would be expected to be of a space faring species, however it could be considered not as powerful as most but more than sufficient to accomplish what they need, in terms of communications, running calculations and simulations, targeting and ect. The Kurgs are expert armorers, having generations of experience in perfecting the use of armor in personnel, vehicles, and spacecraft. This was born out of necessity as Kurgesha have yet to discover any form of shielding technology and so to compensate their armoring techniques make use of advanced alloys and super dense and hard rare metals, like depleted uranium, coupled with ceramics and reactive armor. Kurg weapons can be considered their most ‘Crude’, as their are typically very robust and make use of very large shell sizes that no other race could hope to wield without powerful mechanical assistance or heavy genetic modification. Also due to abundant rare metal, nuclear payloads are common even at infantry level, and one of the most weapon techs is inventing smaller and more efficient nuclear payloads for use in any combat scenario. Larger weapons, specifically in spacecraft, rely on larger caliber munitions propelled with magnetics, the only weapons in the kurg arsenal to do so are the spacecraft cannons, and these typically contain nuclear payloads to assist with penetration and damage to enemy armor. Kurg Ships rely on advanced armoring as well as heavy firepower to make up for a lack of shielding or use of energy weapons, and many kurg ships are very effective brawlers and many have very potent ramming capabilities. Another thing to note is due to cultural focuses on honor, respect, and martial prowess , melee weapons are used in combat as well. Melee weapons used advanced metals and forging techniques to keep them viable on the battlefield, their only drawback is that they require close range and so they are only used under such circumstances. | ||
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+ | ==Armed Forces Description== | ||
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+ | Keh’Guro(Primary Infantry)- The Keh’Guro are the Kurgeshan name for their Troops, by Kurg Standards they are light infantry, but when compared to nearly all other races, they are at least Heavy to Mid-Heavy troops in terms of armor and Armament. Their training consists of brutal drilling, survival exercises, and rigorously repeated combat scenarios. This is on top of Kurgs already being naturally tough and fighters and the fact they may have been hunters, mercenaries, or gladiators before being signed up. The Keh’Guro are at home in any environment and conditions, making them extremely adaptable in the field of combat. | ||
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+ | Equipment: | ||
+ | Yul’Tor Kerigeta- The YTK is the standard Assault rifle of the Kurg Warrior, it is robust and works in any environment, even a vacuum, and it fires high velocity caseless munitions that are armor piercing and explosive for the standard amunition. The shell is a 20mm Rifle shell, but due to the YTK’s construction and advanced recoil dampening as well as the fact that Kurgs are incredibly strong, this allows them to fire what most races would consider an auto-cannon with relative easy. Its very durable construction makes it just as capable of beating and enemy to death as it is to shoot them. With this in mind, it typically is equipped with a bayonet that is shaped like an axe head but the tip of the axe come out to a long sharp point. The YTK, like any versatile standardized assault rifle is able to equip many different types of add ons, such as scopes, underslung grenade launchers etc. | ||
+ | Munition Types: AP- Solid round, usually a composite and is dense, It has been discontinued for combat purposes, but is preferred for hunting. It relies on force and weight to penetrate. | ||
+ | APHE- The standard and default ammunition for the YTK, it uses an Explosive filled slug with a dense penetrator tip, it is designed with a delayed explosion that is triggered by impact, allowing it to explode after it penetrates. Anything it does not succeed in penetrating it explodes against. It was designed with causing as much damage as possible to a target in mind. | ||
+ | APxU- This round is made of lightweight metals that surround a dense composite penetrator core, either made from depleted Uranium or some other dense penetrator, it is specifically designed to allow the YTK to punch armor above its weight, allowing it to penetrate heavily armored enemies or even armored vehicles(This is based on YTK versus Kurg vehicles, less extreme races may find this round is unneeded to damage their own vehicles.) | ||
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+ | Creghleda Hrud- This Hrud, which means shell or armor, is named after the Creghleda, which is a creature known for its touch chitin shell that even vehicle weaponry can find trouble harming. The Kurg named their infantry armor after this creature purely to attest to its potency, though is reality it cannot come close the the Creghleda’s protection. The Hrud is a multi-layered system, starting with a reactive mesh body suit that is environmentally sealed and hardens before impact, it is mainly the last line of protection if something penetrates the other two layers, and on its own it should not be relied on to protect one from direct fire or shrapnel. The next layer in padding and a vest that is made from dense carbon fiber mesh with light armor plating imbedded in it. It is fire retardant and capable of stopping low caliber weapons easily, combined with the suit beneath, it can take a few direct rounds from a YTK before becoming unreliable, assuming standard munitions were fired. It best use though is to help against explosives and resultant fragmentation. The top most layer, most protective of the three, consists of advanced lightweight(For a Kurg) metal composite armor with a dense core of depleted uranium or equivalent alloy, and the plates are coated with ablative ceramics. These plates are large and reminiscent of some sort of gladiator armor. They make use of angles and cover vital areas of the body, specifically the chest, but the arms and legs also have these plates as well, the shoulder plates are large and designed to help ricochet rounds away from the head. The Hrud helmet is made with similar armor, and is padded and layered on the inside, and has a removeable face plate. The armor comes standard with comms devices and and a visor with a HuD that displays pertinent information. This armor has many variants, and can be customized to the user’s needs. | ||
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+ | Side Arms/Equipment: Kurgs have a plethora of side arms to use, and in fact having four arms enables quite a bit of flexibility in combat with side armaments. Kurg side arms typically consist of a pistol of their choice, The Ruut Nenigeta, a burst fire or full auto 15mm pistol(which is the standard size for light pistols and SMGs for Kurgs) Or the Roark Gan’guoat, which is a 30mm heavy pistol that is semi-automatic and typically carries less ammo in a clip in exchange for better stopping power. Both pistol have variable ammunition, and are meant for close ranged combat. Kurgs love close combat when they can so it is not uncommon for a warrior to have their favorite sword, axe, hammer/mace with them. The materials these weapons are made from vary, but they are typically expertly forged and durable, and the kurgeshan strength and skill makes them effective for those unfortunate enough to end up in close combat. Finally depending on their job, they can various tools for weapon maintenance, Grenades, comms devices, etc. Things any modern soldier should have, and medical equipment for field medics. | ||
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+ | Dorn’Guro(Heavy Weapons/ Anti-Armor Units/ Demonlitions)- The Dorn’Guro, or Heavy Soldiers, bring to bare ‘heavy’ weapons for the Odekkan dynasty. They are warriors with a propensity for heavy ranged destruction, in the form of heavy machineguns, anti-armor cannons, or Missile weapons. They have identical equipment in terms of armor to the Keh’Guro, but their Hrud is usually a big more armored, and padded for resisting explosions, akin to bomb-squad armor, though far more protective. This hinders movement somewhat, so they rely on ranged ability and support from Keh’Guro so they can bring their weapons to bare. They are also responsible for demolitions as well as manual mine laying, or trap rigging and disarming enemy traps and explosives when the need arises. | ||
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+ | Equipment: | ||
+ | Yul’Rhaam Gorigeta- The YRG is the heavy machinegun of the Kurg military, at least the heaviest they are capable of being carried and used by one Kurg. It can be considered the LMG of the Kurg military, as it is primarily anti-infantry by their standards. It is a twin-barreled machinegun that fires 25mm rounds that alternates barrels, reducing stress on the barrels by sharing the load. It can be loaded by large box magazines, or chain fed from a worn ammo pack. It comes standard with HuD link up for the Warrior’s helmet to project a reticule for easier aim. Like the smaller YTG, it has variable ammunition, with its default being APHE, though this large caliber APHE is far more effective. | ||
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+ | Ferr Shor’guoat- This weapon is a shoulder mounted high velocity anti-vehicle cannon, it is a recoilless gun that fires a very high velocity sabot round. The barrel is 100m in diameter, and the gun itself makes use of many technologies to reduce recoil, and it is smooth bore with the round being self stabilizing. The two stage round uses a slight chemical change for initial propulsion, but they a gyrojet kicks in to get the round to very high supersonic velocities before releasing its sabot round. The Sabot is usually a composite, using depleted uranium and other metals, and is specially design to super heat and fragment after penetration of vehicle armor to maximize internal damage and kill the crew. Its biggest downside is it has a minimum range, it should not be used to fire at something closer than 25 meters, where it loses all capacity to penetrate armor. While some races may consider such a round to be high caliber, this weapon should still be fired at vehicles side or rear armor, or at a weak point on frontal armor. This weapon has very little flexibility and is specifically designed to give troops a option against heavy vehicles, is they can get a clank. It is preferred to a Missile especially in cases where the enemy vehicle uses reactive armor. Which is one of the few reasons it still finds use. It comes equipped with a targeting computer and scope to assist with tracking, and is designed to be able to hit moving targets with its high intercept speeds. | ||
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+ | Drakk’Vevessor- The Dragon Missile Launcher, in the Odek Language of the Odekkan Dynasty, is 15cm Twin-Barreled Missile Launcher. It is shoulder mounted and loads two fire and forget 15cm missiles with variable munitions. It can fire one at a time or both at once, and has a smart targeting system for tagging targets at range. This weapon is multi purposed and has a variety of munition types for varying engagements, and allowing it to load two separate missiles at once allows for on the fly change of engagement. The Primary type is a HEAT Missile, which is for anti-tank or vehicle engagements, the missile follow a parabolic path when fired at ground targets, this helps it to strike the top armor of heavy vehicles where armor is typically thinnest allowing maximum damage to a target. There is also an anti-infantry missile, the Ferrora, or Flower, which is a missile designed for targeting enemy squads in roughly the same area. It comes down from above and has an initial explosion that flings dozens of micro-explosive in a smart pattern, the pattern is dictated by squad positioning identified by the targeter on the launcher and adjusted for by Ferrora’s onboard sensors, since obviously a squad won’t stay put as a missile fires in their direction. The Explosives are a mix of concussive and fragmentation grenades, to cause confusion, panic, and injury. The Ferrora can be loaded with non-lethals as well, such as rubber ball granades, and flash bangs, or any number of newly developed lethals as well, napalm is one such option as well. Another Anti-Squad type is a Fuel to Air Explosive, called the Jioral or Cloud. Its purpose is specifically to handle enemy squads with more cover than Ferrora can handle, as it generates a massive shock wave that can cause vital organ rupture even behind cover, it can also cause structural damage in buildings, turning such cover against them. The Final option for the Drakk’Vevessor is the Kraw’Drakk, or Hawk Drake, which is a hypersonic interceptor missile specifically for taking on enemy aircraft. When intercepting an enemy aircraft, it has a two staged explosion, the initial explosion fires a barrage of flak at the aircraft which is immediately followed by the missile making contact with the craft and detonating its high explosive core. It has one variation that instead uses a second missile that fires from the initial one, this second one is HEAT round that is designed to make a hole in the crafts armor first which the second one then immediate enters before exploding inside, to maximize damage. Which variant is used depends on how well armored, or type of defenses the craft has. | ||
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+ | Hed’Huntrack/ Gessat’Huntrack- The Head Hunters, or Beast Hunters, are independently contracted veterans. They all participate in big male-on-male orgies before the battle. If they really want to spice things up they bring in local cattle to participate with them as well. Their skills are used in place of assassins and the like, a practice the Kurgesha find to be dishonorable in the highest and something only the weak and cowardly would resort to. They are soldiers with expertise in hunting, tracking, survival, trap laying, camouflage and the like. Their modes of combat vary as they each have their own preference and weapon choices, and their equipment tends to be specialized and better than the standard soldiers. Their is a distinction between the two types of hunters, however a hunter can be considered both types, the Head Hunters are experts at tracking Kurgs and other sentients, they take their time with learning about a target and their patterns and habits and as their name implies, their job isn’t done till they take the head of their quarry. Beast Hunters as the Name implies are experts of hunting beasts and the like, but this does not necessarily mean they are limited to only beasts. They use their skills with beasts and nature to take advantage of an ecosystem, set up traps and ambushes and the like. Hunters are also employed as snipers as well. | ||
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+ | Equipment: | ||
+ | Gan’Flakram- The Heavy Shotgun is one weapon Hunters are known for using, giving them powerful stopping power in close range, for hunters that specialize with such weapon types, and Kurgs typically pair this weapon with their favorite melee weapons. It is a semi-auto shotgun that fires a massive 44mm shotgun shell filled with heavy shot. Typical variants of the round are a solid slug for heavy damage to an armored target at close range, or flechette rounds giving the shot gun better range and damage against armor at range though not as effective as the slug and not as hard hitting as the standard heavy shot shell. It uses a built in drum magazine, and can be customized with attachments. | ||
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+ | Yul’Fiosh Kerigoto- The YFK is a Odekkan military standard semi-auto marksmen rifle, it is a carbine of sorts that leans towards a full fledged sniper rifle, especially when used with a scope. The round it fires is a 30mm rifle round, and it offers hard hitting and accurate shooting for distances that the YTK cannot manage. In echange it has a smaller clip, that can be extended a bit, and it's meant solely for ranged engagements and isn’t very useful in close combat, except as a bludgeon. It is sometimes used in the military but it finds its hands in Hunters and civilians quite often, it is good for hunting game as well as killing enemies. It has variable ammunition like most Kurg guns, it’s standard for combat being APHE and having armor piercing variants for harder targets. | ||
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+ | Yul’Throrr Keriguoat- The Throrr for short, or Thunder Rifle-cannon, is the largest rifle weapon in the Kurg Arsenal, and it typically for dedicated snipers and taking on heavily armored targets as well as light vehicles. It comes in two variants, a Semi-auto version and a Bolt Action version. The Bolt version is better for dedicated snipers who prefer higher accuracy if at the cost of rate of fire, which is then dictated by the snipers bolt action skills which ace snipers have been able to match the semi-auto version in a few cases. The rifle-cannon aptly fires a 50mm high velocity shell, which uses APHE standard, and has numerous other variants for many different scenarios, even killing enemies through cover. It does offer some ability to take on heavy vehicles if and only if they can hit a weak spot, otherwise it is a job better left to heavy weapons teams. However it is easily capable of engaging light vehicles. Another purpose it has though in hunting, is giving its user incredible power against some of the toughest creatures on Dior that can even shrug of the Kurgesha’s other potent weapons. In the hands of a master this weapon is a great instrument for taking out key targets at a distance, whether it be beast or not. | ||
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[[Category:Odekkan Dynasty Pages]] | [[Category:Odekkan Dynasty Pages]] |
Revision as of 20:41, 1 March 2016
Odekkan Dynasty | |
300px | |
Player | LordNecross |
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Leaders | Grand-Chief Berrdock Odekkan, High-Shaman Vevenn Odekkan |
Species | Kurgesha |
Primary Languages | Odek |
Civilization Traits | .
|
Population | 23.5 Billion |
Government | Oligarchy Republic |
Currency | N/A |
Religion | Varies |
Homeworld | Dior |
Colonies | Odekk Colony, Gurdoor Colony |
Contents
History
Government
Oligarchy Republic- The government is clan based instead of nation based, Clans are organized into Grand-Clans and their Patron clans. Patron clans themselves have Subordinate clans which are the smallest type of clan and governmental entity. Each of the Grand-Clans has a Chief that is on the High Council that governs the entirety of the Kurgesha people across their growing empire. The High Council has a single leader called The Grand-Chief which is elected or becomes Grand-Chief by force or show of force and their Grand-Clan then becomes the Ruling Dynasty. The Oligarichal High Council is kept in check though by a Senate that has representative members from Patron clans. The Senate helps to pass laws as well as make or dispute them, while the High Council decides on overall policies, such as foreign policies, economics, declaring war and so on. The Grand-Chief directs the High Council and can overrule or overturn policies and laws that the Grand -Chief dictates to be unnecessary or wrong, as well as being the Grand-Warlord of the Military. Religion is entirely separate from the government, and Kurgeshan clans have many different faiths and practices, and under the current dynasty religious freedom is a key tenet.
Economy
Capitalist for the most part, however strict guidelines of honor and High Council policies help to keep businesses in check, it is not uncommon to see corrupt CEO’s or other figures executed publicly for breaking codes of honor and respect.
Military
The Dynasty’s Military is composed of only the most battle hardened kurgs, and even then they undergo training that makes use of their planet’s extreme environments, making Kurgs well prepared and adaptable to changing situations in a battle, especially when taking into account their strength and survivability. The ground forces are expansive and well trained in survival as well as combat of all types, Kurgs having such deep roots in war throughout their history. The ground forces also make use of less conventional warfare, such as melee combat, making use of their great physique when clashing with the enemy and displaying martial skill. The Ground forces are supported by an expansive armored divisions, having powerful and massive tanks that make use of thick armor and high caliber weaponry to devastate enemy vehicles and ground forces, and these are supported by lighter armored vehicles for reconnaissance and raiding grounds for quick strikes. The Air Force is designed to work with the armored divisions to provide air support and tie up enemy fighters, Kurg FIghter craft tend to be jacks of all trades, preferring good survivability and weapon selection to sheer speed, however this is not to say any failing can’t be compensated for by the skill of a pilot. The air force also has heavy hitters as well, the Kurgs having developed airships for providing heavy fire from above from a durable weapons platform, the largest Airships are capable of housing some fighter craft for defence and providing air support. The Naval Spacecraft follow along the same lines of the Ground forces, being heavily armed and armored to deal with threats.
Defence
Planetary defences and tactics are situational, typically Kurgs live in places most species would find utterly inhospitable, with vicious fauna and even plant life as well as intense gravity, intense weather, radiation as well as atmospheres other races might find difficult to breath or even toxic. This combined with the use of defense structures, chokepoints, fortifications can make a ground war difficult if not impossible for many species. However if they find they cannot hold a location they will leave it and use the environment and rely on guerilla warfare, which comes as second nature due to their survival skills and biology, allowing them to turn key points captured by the enemy into death traps.
Territory
Society
Kurgesha Society is not easily defined as a single cohesive thing, however certain aspects transcend the many differing cultures of the Kurgesha people, specifically a Warrior mindset and a respect of strength, honesty and prowess in both combat and non-combat. The Ruling Dynasty though is Shamanistic and has its own set ways and customs, but this is not enforced on the population at large. Kurgeshan People are overall a clan based culture, with the division of nations dictated by ruling clans. The concept of the clan and loyalty to it is central to Kurg culture, and the clan is viewed as being one’s family as there is no real concept of the close knit family simply due to the fact Kurg reproduce in litters and children are reared by the whole clan. With such a rapid growing population and a focus on strength and skill, there is a ritual known as the culling in which Kurgesha children are trained in survival skills and then abandoned in the extremely deadly wilds of their homeworld, and after a one year period the survivors reintegrate into their clans. The nature of these Cullings differs from clan to clan in terms of preparation and where they are released. Despite ethical dilemmas it is seen as necessary to keep the species strong and keep the growth from being too rapid.
Technology
Kurgeshan Technology is advanced, as they are rightfully a space faring species, however compared to most other species their tech may seem simplistic on the surface, especially in terms of weapon technology. In terms of Energy production, Nuclear Fusion and Fission have long been the norm, despite only having become space faring in the past 200 years, fossil fuels stopped being used long ago due to high amounts of rare and radioactive materials on the Kurgeshan homeworld and colonies. Kurgs have invested heavily in their fusion and fission tech, making it so commonplace and safe by their standards that civilian vehicles even rely on nuclear generators for power. Computing is where it would be expected to be of a space faring species, however it could be considered not as powerful as most but more than sufficient to accomplish what they need, in terms of communications, running calculations and simulations, targeting and ect. The Kurgs are expert armorers, having generations of experience in perfecting the use of armor in personnel, vehicles, and spacecraft. This was born out of necessity as Kurgesha have yet to discover any form of shielding technology and so to compensate their armoring techniques make use of advanced alloys and super dense and hard rare metals, like depleted uranium, coupled with ceramics and reactive armor. Kurg weapons can be considered their most ‘Crude’, as their are typically very robust and make use of very large shell sizes that no other race could hope to wield without powerful mechanical assistance or heavy genetic modification. Also due to abundant rare metal, nuclear payloads are common even at infantry level, and one of the most weapon techs is inventing smaller and more efficient nuclear payloads for use in any combat scenario. Larger weapons, specifically in spacecraft, rely on larger caliber munitions propelled with magnetics, the only weapons in the kurg arsenal to do so are the spacecraft cannons, and these typically contain nuclear payloads to assist with penetration and damage to enemy armor. Kurg Ships rely on advanced armoring as well as heavy firepower to make up for a lack of shielding or use of energy weapons, and many kurg ships are very effective brawlers and many have very potent ramming capabilities. Another thing to note is due to cultural focuses on honor, respect, and martial prowess , melee weapons are used in combat as well. Melee weapons used advanced metals and forging techniques to keep them viable on the battlefield, their only drawback is that they require close range and so they are only used under such circumstances.
Armed Forces Description
Keh’Guro(Primary Infantry)- The Keh’Guro are the Kurgeshan name for their Troops, by Kurg Standards they are light infantry, but when compared to nearly all other races, they are at least Heavy to Mid-Heavy troops in terms of armor and Armament. Their training consists of brutal drilling, survival exercises, and rigorously repeated combat scenarios. This is on top of Kurgs already being naturally tough and fighters and the fact they may have been hunters, mercenaries, or gladiators before being signed up. The Keh’Guro are at home in any environment and conditions, making them extremely adaptable in the field of combat.
Equipment: Yul’Tor Kerigeta- The YTK is the standard Assault rifle of the Kurg Warrior, it is robust and works in any environment, even a vacuum, and it fires high velocity caseless munitions that are armor piercing and explosive for the standard amunition. The shell is a 20mm Rifle shell, but due to the YTK’s construction and advanced recoil dampening as well as the fact that Kurgs are incredibly strong, this allows them to fire what most races would consider an auto-cannon with relative easy. Its very durable construction makes it just as capable of beating and enemy to death as it is to shoot them. With this in mind, it typically is equipped with a bayonet that is shaped like an axe head but the tip of the axe come out to a long sharp point. The YTK, like any versatile standardized assault rifle is able to equip many different types of add ons, such as scopes, underslung grenade launchers etc. Munition Types: AP- Solid round, usually a composite and is dense, It has been discontinued for combat purposes, but is preferred for hunting. It relies on force and weight to penetrate. APHE- The standard and default ammunition for the YTK, it uses an Explosive filled slug with a dense penetrator tip, it is designed with a delayed explosion that is triggered by impact, allowing it to explode after it penetrates. Anything it does not succeed in penetrating it explodes against. It was designed with causing as much damage as possible to a target in mind. APxU- This round is made of lightweight metals that surround a dense composite penetrator core, either made from depleted Uranium or some other dense penetrator, it is specifically designed to allow the YTK to punch armor above its weight, allowing it to penetrate heavily armored enemies or even armored vehicles(This is based on YTK versus Kurg vehicles, less extreme races may find this round is unneeded to damage their own vehicles.)
Creghleda Hrud- This Hrud, which means shell or armor, is named after the Creghleda, which is a creature known for its touch chitin shell that even vehicle weaponry can find trouble harming. The Kurg named their infantry armor after this creature purely to attest to its potency, though is reality it cannot come close the the Creghleda’s protection. The Hrud is a multi-layered system, starting with a reactive mesh body suit that is environmentally sealed and hardens before impact, it is mainly the last line of protection if something penetrates the other two layers, and on its own it should not be relied on to protect one from direct fire or shrapnel. The next layer in padding and a vest that is made from dense carbon fiber mesh with light armor plating imbedded in it. It is fire retardant and capable of stopping low caliber weapons easily, combined with the suit beneath, it can take a few direct rounds from a YTK before becoming unreliable, assuming standard munitions were fired. It best use though is to help against explosives and resultant fragmentation. The top most layer, most protective of the three, consists of advanced lightweight(For a Kurg) metal composite armor with a dense core of depleted uranium or equivalent alloy, and the plates are coated with ablative ceramics. These plates are large and reminiscent of some sort of gladiator armor. They make use of angles and cover vital areas of the body, specifically the chest, but the arms and legs also have these plates as well, the shoulder plates are large and designed to help ricochet rounds away from the head. The Hrud helmet is made with similar armor, and is padded and layered on the inside, and has a removeable face plate. The armor comes standard with comms devices and and a visor with a HuD that displays pertinent information. This armor has many variants, and can be customized to the user’s needs.
Side Arms/Equipment: Kurgs have a plethora of side arms to use, and in fact having four arms enables quite a bit of flexibility in combat with side armaments. Kurg side arms typically consist of a pistol of their choice, The Ruut Nenigeta, a burst fire or full auto 15mm pistol(which is the standard size for light pistols and SMGs for Kurgs) Or the Roark Gan’guoat, which is a 30mm heavy pistol that is semi-automatic and typically carries less ammo in a clip in exchange for better stopping power. Both pistol have variable ammunition, and are meant for close ranged combat. Kurgs love close combat when they can so it is not uncommon for a warrior to have their favorite sword, axe, hammer/mace with them. The materials these weapons are made from vary, but they are typically expertly forged and durable, and the kurgeshan strength and skill makes them effective for those unfortunate enough to end up in close combat. Finally depending on their job, they can various tools for weapon maintenance, Grenades, comms devices, etc. Things any modern soldier should have, and medical equipment for field medics.
Dorn’Guro(Heavy Weapons/ Anti-Armor Units/ Demonlitions)- The Dorn’Guro, or Heavy Soldiers, bring to bare ‘heavy’ weapons for the Odekkan dynasty. They are warriors with a propensity for heavy ranged destruction, in the form of heavy machineguns, anti-armor cannons, or Missile weapons. They have identical equipment in terms of armor to the Keh’Guro, but their Hrud is usually a big more armored, and padded for resisting explosions, akin to bomb-squad armor, though far more protective. This hinders movement somewhat, so they rely on ranged ability and support from Keh’Guro so they can bring their weapons to bare. They are also responsible for demolitions as well as manual mine laying, or trap rigging and disarming enemy traps and explosives when the need arises.
Equipment: Yul’Rhaam Gorigeta- The YRG is the heavy machinegun of the Kurg military, at least the heaviest they are capable of being carried and used by one Kurg. It can be considered the LMG of the Kurg military, as it is primarily anti-infantry by their standards. It is a twin-barreled machinegun that fires 25mm rounds that alternates barrels, reducing stress on the barrels by sharing the load. It can be loaded by large box magazines, or chain fed from a worn ammo pack. It comes standard with HuD link up for the Warrior’s helmet to project a reticule for easier aim. Like the smaller YTG, it has variable ammunition, with its default being APHE, though this large caliber APHE is far more effective.
Ferr Shor’guoat- This weapon is a shoulder mounted high velocity anti-vehicle cannon, it is a recoilless gun that fires a very high velocity sabot round. The barrel is 100m in diameter, and the gun itself makes use of many technologies to reduce recoil, and it is smooth bore with the round being self stabilizing. The two stage round uses a slight chemical change for initial propulsion, but they a gyrojet kicks in to get the round to very high supersonic velocities before releasing its sabot round. The Sabot is usually a composite, using depleted uranium and other metals, and is specially design to super heat and fragment after penetration of vehicle armor to maximize internal damage and kill the crew. Its biggest downside is it has a minimum range, it should not be used to fire at something closer than 25 meters, where it loses all capacity to penetrate armor. While some races may consider such a round to be high caliber, this weapon should still be fired at vehicles side or rear armor, or at a weak point on frontal armor. This weapon has very little flexibility and is specifically designed to give troops a option against heavy vehicles, is they can get a clank. It is preferred to a Missile especially in cases where the enemy vehicle uses reactive armor. Which is one of the few reasons it still finds use. It comes equipped with a targeting computer and scope to assist with tracking, and is designed to be able to hit moving targets with its high intercept speeds.
Drakk’Vevessor- The Dragon Missile Launcher, in the Odek Language of the Odekkan Dynasty, is 15cm Twin-Barreled Missile Launcher. It is shoulder mounted and loads two fire and forget 15cm missiles with variable munitions. It can fire one at a time or both at once, and has a smart targeting system for tagging targets at range. This weapon is multi purposed and has a variety of munition types for varying engagements, and allowing it to load two separate missiles at once allows for on the fly change of engagement. The Primary type is a HEAT Missile, which is for anti-tank or vehicle engagements, the missile follow a parabolic path when fired at ground targets, this helps it to strike the top armor of heavy vehicles where armor is typically thinnest allowing maximum damage to a target. There is also an anti-infantry missile, the Ferrora, or Flower, which is a missile designed for targeting enemy squads in roughly the same area. It comes down from above and has an initial explosion that flings dozens of micro-explosive in a smart pattern, the pattern is dictated by squad positioning identified by the targeter on the launcher and adjusted for by Ferrora’s onboard sensors, since obviously a squad won’t stay put as a missile fires in their direction. The Explosives are a mix of concussive and fragmentation grenades, to cause confusion, panic, and injury. The Ferrora can be loaded with non-lethals as well, such as rubber ball granades, and flash bangs, or any number of newly developed lethals as well, napalm is one such option as well. Another Anti-Squad type is a Fuel to Air Explosive, called the Jioral or Cloud. Its purpose is specifically to handle enemy squads with more cover than Ferrora can handle, as it generates a massive shock wave that can cause vital organ rupture even behind cover, it can also cause structural damage in buildings, turning such cover against them. The Final option for the Drakk’Vevessor is the Kraw’Drakk, or Hawk Drake, which is a hypersonic interceptor missile specifically for taking on enemy aircraft. When intercepting an enemy aircraft, it has a two staged explosion, the initial explosion fires a barrage of flak at the aircraft which is immediately followed by the missile making contact with the craft and detonating its high explosive core. It has one variation that instead uses a second missile that fires from the initial one, this second one is HEAT round that is designed to make a hole in the crafts armor first which the second one then immediate enters before exploding inside, to maximize damage. Which variant is used depends on how well armored, or type of defenses the craft has.
Hed’Huntrack/ Gessat’Huntrack- The Head Hunters, or Beast Hunters, are independently contracted veterans. They all participate in big male-on-male orgies before the battle. If they really want to spice things up they bring in local cattle to participate with them as well. Their skills are used in place of assassins and the like, a practice the Kurgesha find to be dishonorable in the highest and something only the weak and cowardly would resort to. They are soldiers with expertise in hunting, tracking, survival, trap laying, camouflage and the like. Their modes of combat vary as they each have their own preference and weapon choices, and their equipment tends to be specialized and better than the standard soldiers. Their is a distinction between the two types of hunters, however a hunter can be considered both types, the Head Hunters are experts at tracking Kurgs and other sentients, they take their time with learning about a target and their patterns and habits and as their name implies, their job isn’t done till they take the head of their quarry. Beast Hunters as the Name implies are experts of hunting beasts and the like, but this does not necessarily mean they are limited to only beasts. They use their skills with beasts and nature to take advantage of an ecosystem, set up traps and ambushes and the like. Hunters are also employed as snipers as well.
Equipment: Gan’Flakram- The Heavy Shotgun is one weapon Hunters are known for using, giving them powerful stopping power in close range, for hunters that specialize with such weapon types, and Kurgs typically pair this weapon with their favorite melee weapons. It is a semi-auto shotgun that fires a massive 44mm shotgun shell filled with heavy shot. Typical variants of the round are a solid slug for heavy damage to an armored target at close range, or flechette rounds giving the shot gun better range and damage against armor at range though not as effective as the slug and not as hard hitting as the standard heavy shot shell. It uses a built in drum magazine, and can be customized with attachments.
Yul’Fiosh Kerigoto- The YFK is a Odekkan military standard semi-auto marksmen rifle, it is a carbine of sorts that leans towards a full fledged sniper rifle, especially when used with a scope. The round it fires is a 30mm rifle round, and it offers hard hitting and accurate shooting for distances that the YTK cannot manage. In echange it has a smaller clip, that can be extended a bit, and it's meant solely for ranged engagements and isn’t very useful in close combat, except as a bludgeon. It is sometimes used in the military but it finds its hands in Hunters and civilians quite often, it is good for hunting game as well as killing enemies. It has variable ammunition like most Kurg guns, it’s standard for combat being APHE and having armor piercing variants for harder targets.
Yul’Throrr Keriguoat- The Throrr for short, or Thunder Rifle-cannon, is the largest rifle weapon in the Kurg Arsenal, and it typically for dedicated snipers and taking on heavily armored targets as well as light vehicles. It comes in two variants, a Semi-auto version and a Bolt Action version. The Bolt version is better for dedicated snipers who prefer higher accuracy if at the cost of rate of fire, which is then dictated by the snipers bolt action skills which ace snipers have been able to match the semi-auto version in a few cases. The rifle-cannon aptly fires a 50mm high velocity shell, which uses APHE standard, and has numerous other variants for many different scenarios, even killing enemies through cover. It does offer some ability to take on heavy vehicles if and only if they can hit a weak spot, otherwise it is a job better left to heavy weapons teams. However it is easily capable of engaging light vehicles. Another purpose it has though in hunting, is giving its user incredible power against some of the toughest creatures on Dior that can even shrug of the Kurgesha’s other potent weapons. In the hands of a master this weapon is a great instrument for taking out key targets at a distance, whether it be beast or not.